将图像覆盖在相机预览SurfaceView上

32

我有一个SurfaceView,用于绘制图像,我想将它们叠加到手机相机的实时视频上。

目前,包含这些图像的SurfaceView拥有白色背景,但如果要将它们叠加到手机相机的视频中,则必须使其透明。相机和动画绘制不能在同一个SurfaceView上完成。

在涉及管理相机和绘制图像的多个视图中,最佳课程是什么?是否可以使SurfaceView透明?

5个回答

20

好的,这是我做到的方法...希望有人觉得它有用,尽管高通AR的东西已经过时了... 噢,基本上这是做什么的——从那个Android示例生成两个花哨的立方体,引入的额外功能是触摸事件,虽然旋转向量差了很多——只是为了演示目的,当然还有叠加在相机预览之上的立方体,可以在屏幕上移动。


     public class TakeRecieptPicture extends Activity implements Callback {
    private Camera camera;
    private SurfaceView mSurfaceView;
    SurfaceHolder mSurfaceHolder;

    private TouchSurfaceView mGLSurfaceView;

    ShutterCallback shutter = new ShutterCallback(){

        @Override
        public void onShutter() {
            // TODO Auto-generated method stub
            // No action to be perfomed on the Shutter callback.

        }

       };
    PictureCallback raw = new PictureCallback(){
        @Override
        public void onPictureTaken(byte[] data, Camera camera) {
            // TODO Auto-generated method stub
            // No action taken on the raw data. Only action taken on jpeg data.
      }

       };

    PictureCallback jpeg = new PictureCallback(){

        @Override
        public void onPictureTaken(byte[] data, Camera camera) {
            // TODO Auto-generated method stub

            FileOutputStream outStream = null;
            try{
                outStream = new FileOutputStream("/sdcard/test.jpg");
                outStream.write(data);
                outStream.close();
            }catch(FileNotFoundException e){
                Log.d("Camera", e.getMessage());
            } catch (IOException e) {
                // TODO Auto-generated catch block
                Log.d("Camera", e.getMessage());
            }

        }

       };

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        this.requestWindowFeature(Window.FEATURE_NO_TITLE);
        getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
    WindowManager.LayoutParams.FLAG_FULLSCREEN);


         mGLSurfaceView = new TouchSurfaceView(this); 
     addContentView(mGLSurfaceView, new LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));

        mSurfaceView = new SurfaceView(this);
         addContentView(mSurfaceView, new LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));
       mSurfaceHolder = mSurfaceView.getHolder();
       mSurfaceHolder.addCallback(this);
       mSurfaceHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
       mSurfaceHolder.setFormat(PixelFormat.TRANSLUCENT|LayoutParams.FLAG_BLUR_BEHIND); 
       }

    private void takePicture() {
        // TODO Auto-generated method stub
        camera.takePicture(shutter, raw, jpeg);
    }

    @Override
    public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
        // TODO Auto-generated method stub
        Camera.Parameters p = camera.getParameters();
        p.setPreviewSize(arg2, arg3);
        try {
        camera.setPreviewDisplay(arg0);
        } catch (IOException e) {
        e.printStackTrace();
        }
        camera.startPreview();
    }

    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        // TODO Auto-generated method stub
    camera = Camera.open();
    }

    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
        // TODO Auto-generated method stub
        camera.stopPreview();
        camera.release();
    }
    }
   

下面定义了TouchSurfaceView:


   class TouchSurfaceView extends GLSurfaceView {  

    public TouchSurfaceView(Context context) {       
        super(context); 
        cr  = new CubeRenderer(true);
        this.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
        this.setRenderer(cr);
        this.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);  
        this.getHolder().setFormat(PixelFormat.TRANSPARENT);

        }  

    public boolean onTrackballEvent(MotionEvent e) {     
        cr.mAngleX += e.getX() * TRACKBALL_SCALE_FACTOR;      
        cr.mAngleY += e.getY() * TRACKBALL_SCALE_FACTOR;    
        requestRender();   
        return true;    }   

    @Override
    public boolean onTouchEvent(MotionEvent e) {      
        float x = e.getX();       
        float y = e.getY();     
        switch (e.getAction()) {    
        case MotionEvent.ACTION_MOVE:     
            float dx = x - mPreviousX;         
            float dy = y - mPreviousY;           
            cr.mAngleX += dx * TOUCH_SCALE_FACTOR;   
            cr.mAngleY += dy * TOUCH_SCALE_FACTOR;       
            requestRender();      
            }     
        mPreviousX = x;  
        mPreviousY = y;     
        return true;  

    }
    private final float TOUCH_SCALE_FACTOR = 180.0f / 320;  
    private final float TRACKBALL_SCALE_FACTOR = 36.0f;   
    public  CubeRenderer cr ;
    private float mPreviousX;   
    private float mPreviousY;


}

而 CubeRenderer 是通过以下方式给出的:


    class CubeRenderer implements GLSurfaceView.Renderer {  
    public CubeRenderer(boolean useTranslucentBackground) { 
        mTranslucentBackground = useTranslucentBackground;   
        mCube = new Cube();  
       }  


    public void onDrawFrame(GL10 gl) {  
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);  
        gl.glMatrixMode(GL10.GL_MODELVIEW);     
        gl.glLoadIdentity();    
        gl.glTranslatef(0, 0, -5.0f);  
        gl.glRotatef(mAngle,        0, 1, 0);  
        gl.glRotatef(mAngle*0.25f,  1, 0, 0);     
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);    
        mCube.draw(gl);      
        gl.glRotatef(mAngle*2.0f, 0, 1, 1);    
        gl.glTranslatef(0.5f, 0.5f, 0.5f);     
        mCube.draw(gl);     
        mAngle += 1.2f;  
        }  
    public void onSurfaceChanged(GL10 gl, int width, int height) {     
        gl.glViewport(0, 0, width, height);    
        float ratio = (float) width / height;     
        gl.glMatrixMode(GL10.GL_PROJECTION);       
        gl.glLoadIdentity();     
        gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
        } 

    public void onSurfaceCreated(GL10 gl, EGLConfig config) {      

        gl.glDisable(GL10.GL_DITHER);     
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);   
        if (mTranslucentBackground) {          
            gl.glClearColor(0,0,0,0);      
            } else {        
                gl.glClearColor(1,1,1,1);     
                }       
        gl.glEnable(GL10.GL_CULL_FACE);     
        gl.glShadeModel(GL10.GL_SMOOTH);     
        gl.glEnable(GL10.GL_DEPTH_TEST);   
        }  

    public void setAngle(float _angle){

    }
    private boolean mTranslucentBackground;  
    private Cube mCube;  
    private float mAngle;
      public  float mAngleX;  
       public float mAngleY;

}
   

最后,魔方本身由以下内容给出:


    class Cube{   
    public Cube()  
    {        int one = 0x10000;    
    int vertices[] = {  
            -one, -one, -one,   
            one, -one, -one,     
            one,  one, -one,      
            -one,  one, -one,           
            -one, -one,  one,         
            one, -one,  one,           
            one,  one,  one,          
            -one,  one,  one,        };  

    float[] colors = {      
            0f,    0f,    0f,  0.5f, 
            1f ,  0f,  0f, 0.1f,    
            1f,1f,0f,0.5f,   
            0f,  1f,    0f,  0.1f,      
            0f,    0f,  1f,  0.1f,       
            1f,    0f,  1f,  0.2f,      
            1f,  1f,  1f,  0.1f,        
            0f,  1f,  1f,  0.1f,        };    

    byte indices[] = {          
            0, 4, 5,    0, 5, 1,    
            1, 5, 6,    1, 6, 2,     
            2, 6, 7,    2, 7, 3,      
            3, 7, 4,    3, 4, 0,      
            4, 7, 6,    4, 6, 5,       
            3, 0, 1,    3, 1, 2        };   


    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);   
    vbb.order(ByteOrder.nativeOrder());     
    mVertexBuffer = vbb.asIntBuffer();    
    mVertexBuffer.put(vertices);      
    mVertexBuffer.position(0);      
    ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);   
    cbb.order(ByteOrder.nativeOrder());     
    mColorBuffer = cbb.asFloatBuffer();      
    mColorBuffer.put(colors);     
    mColorBuffer.position(0);      
    mIndexBuffer = ByteBuffer.allocateDirect(indices.length);     
    mIndexBuffer.put(indices);     
    mIndexBuffer.position(0);    } 
    public void draw(GL10 gl)    {    
        gl.glFrontFace(gl.GL_CW);     
        gl.glVertexPointer(3, gl.GL_FIXED, 0, mVertexBuffer);  
        gl.glColorPointer(4, gl.GL_FIXED, 0, mColorBuffer);     
        gl.glDrawElements(gl.GL_TRIANGLES, 36, gl.GL_UNSIGNED_BYTE, mIndexBuffer);    } 

    private IntBuffer   mVertexBuffer;  
    private FloatBuffer   mColorBuffer;   
    private ByteBuffer  mIndexBuffer;

    }
   
希望有人会觉得这篇文章有用...

我该如何改变摄像机角度?它现在旋转了-90度。非常感谢。 - onexf

6

我很擅长以下方法。

首先,创建一个类似于下面这样的布局xml文件(注意这两个视图的顺序):

<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="fill_parent" android:layout_height="fill_parent"
    android:orientation="vertical">

    <com.yourcustom.OverlayView
        android:id="@+id/overlay" android:layout_width="fill_parent"
        android:layout_height="fill_parent">
    </com.yourcustom.OverlayView>

    <SurfaceView android:id="@+id/surface"
        android:layout_width="fill_parent" android:layout_height="fill_parent">
    </SurfaceView>

</FrameLayout>

OverlayViewSurfaceView的子类,具有绘制和动画线程实现。另一个SurfaceView将是处理相机预览的表面。在onCreate中,您应该按照以下方式设置视图:

    mView = (OverlayView)this.findViewById(R.id.overlay);
    mView.getHolder().setFormat(PixelFormat.TRANSLUCENT); 

    mSurfaceView = (SurfaceView)this.findViewById(R.id.surface);
    mSurfaceHolder = mSurfaceView.getHolder();
    mSurfaceHolder.addCallback(this);
    mSurfaceHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);

你应该给 mViewSurfaceHolder 添加一个 SurfaceHolder.Callback 实现,处理动画线程。在旧的 LunarLander 示例中可以找到一个实现这个子类和使用动画/绘图线程的例子: http://developer.android.com/resources/samples/LunarLander/src/com/example/android/lunarlander/LunarView.html 除此之外,你可以按照这个示例设置摄像头 SurfaceView: http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/graphics/CameraPreview.html

您忘记关闭<FrameLayout>。 - AZ_
4
这是错误的,因为com.yourcustom.OverlayView需要成为Framelayout中第二个才能处于最上层... - Lumis

6

我也在开发增强现实应用程序,遇到了你遇到的同样问题。关于如何解决这个问题的信息非常少。但我找到了一个名为mixare的框架 - 它允许您为Android创建AR应用程序。您一定要查看源代码 - 它看起来非常有前途。希望这能帮助到您。


1

我的DrawonTop类也扩展了SurfaceView并实现了SurfaceHolder.Callback接口。如果我试图将其覆盖在相机预览上,您认为这会给我带来问题吗?我读到SurfaceView不能透明,但我想知道这是否只是一堆胡言乱语。 - GobiasKoffi
此外,DrawOnTop类不需要在某种UI线程中被调用吗?在你提出的示例中没有这样做。 - GobiasKoffi

0
刚刚发现一个有点奇怪的问题,升级到4.0.4后我的手机出现了一个半透明的全屏覆盖在整个屏幕相机预览上,之前的ICS版本(我想是4.0.3,但不确定)完全没有这个问题。升级到4.0.4后,预览画面变得有些混乱,相机图像的亮部显示出了迷幻的主要颜色区域(暗部看起来还好)。最终发现将glclearcolour从0.5, 0.5, 0.5, 0改为0, 0, 0, 0解决了问题。
似乎即使在未使用的gl覆盖的部分alpha值为零,混合函数仍然会考虑灰色的gl背景。

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